To be honest, it’s been a while so I forgot what I’ve exactly done.. 
From what I can remember, I built hallway doors & was half finished with a new room in the factory map and a small PoC transition when entering maps. Nothing else that much of progress, unfortunately. Anyway, reshipping after this devlog.
Finished the first room in the new Factory map!
What lighting style do you think is better? Realistic or soft? (shadowmap)
Realistic is img 1-2, soft is 3-4
At the moment, there won’t be any minigolf courses, as I’d rather finish the building first.
Also, I had a few new ideas for the game that may make it a bit more “immersive” to say the least.. Will experiment with them and post something in the future if it works out.
After a few prototypes, (a lot) I’ve decided to make another map, which a factory/warehouse type of map.
So far, I’ve made these props:
At the moment, I’m not really sure how I’ll make the stages in the map, but I have an idea of making them more interactive (somewhat similar to the arcade map.)
One small mention, the map will likely be in beta or not fully finished (when or if I ship again), as Stardance is likely going to end soon.
FINALLY shipping!
(after this devlog)
After likely losing a few hairs here and there (/j) after these 3 (almost 3 and 1/2) months, I deem minigolf to be done.
I’m kind of suprised myself that the project took so long. I believe that this, by far is the longest project I’ve ever made. During the process, I’ve learned A LOT more about studio and luau overall, which will definetly help make better games (with better implementations).
I have to admit, coming closer to the end there was a bit of burnout, but the result, in my opinion, was definetly worth it.
I also want to say thank you to everyone that has supported me and this project, it means a lot :)
Since the last devlog, I fixed and updated the few rough edges left in the game, GitHub repository and Stardance which are:
Stardance:
Making a new banner (old one didn’t even match the style of the game anymore)
Adding a demo link & github repository link
GitHub repository:
Made a README that, in my opinion, is nice. It follows the requirements that the shipping guide/README guide Stardance mentions (controls, images, demo link, features, etc)
Game:
Desert map complete!
Well.. that was way faster compared to the other maps, which makes sense due to a desert.. well, being a desert.
Anyway, now that the main game is done*, I’ve also made thumbnails and an icon for the game. I still need to make a README and a proper description for the game, to ship, of course.
*Will likely rework the tutorial gui a bit and the ui shown when teleporting between maps
Anyway, look forward to seeing a few more updates soon, as the aforementioned updates/additions shouldn’t take a while
Started work on the “Desert” map. All stages are now built!
There are only 5 stages due to school taking most of my time, as usual. (and, there’s already 2 other maps in the game, so that’s that)
Arcade map complete!
New: the outside has now been fully finished (instead of just being a baseplate)
Smaller changes/additions: the arcade map now has seats, shapes on the floor and ambiance zones.
As the second map is done, I’m getting closer to (finally) shipping this project, and (hopefully) getting good enough reviews to get my goal from SD.
The “Desert” map will likely be a bit shorter compared to the arcade map (or even grass map, undecided.), as I don’t have that much time anymore due to school starting.
Arcade map update
The indoor area is close to being finished!
It still, of course needs a few things to be completed (for example, the food area, filling the empty space, etcetera.)
Next step is, of course, the outdoors!
I assume it shouldn’t take as long to make as the interior was, but who knows 
Another thing the game still needs is ambiance zones. (and a new ambiance sound for the indoors, of course) I’m thinking of implementing this with just 2 parts for the indoors and outdoors, which should do the trick.
Every day this project is (hopefully) coming a bit closer to being shipped, but progress will slow down a bit due to school starting. In an ideal situation this’ll likely be shipped in a week, or atleast I hope to get it sort-of-ship ready by that time.
Arcade Machines
They have interactable buttons (which do nothing, except move up and down)
Nothing else to say about them, really..
Changes/additions:
Overhauled main menu GUI including new songs and animations!
Demo is in the attached video as usual!
So, I’ve spent a bit of time reworking the main menu, since the old one looked “temporary” instead of finished. In my opinion, the result seems to be pretty nice. I’ve made/added/reworked:
It still isn’t fully finished, as I need to implement a light mode for it, but otherwise it’s fully functional!
When light mode for the main menu and (maybe) loadUI is done, the focus will likely shift back to building the arcade map.
Every time I test the game I somehow find bugs on accident, whoops!
Anyway, there were a “few” fixes/updates that were made during development of this overhaul:
New camera mode for the main menu!
Demo is in the video! 
Before remaking/overhauling the main menu UI into light/dark mode (and, to look nice, of course), I’ve decided to rework the camera as it’s a bit of a weak point in the menu.
It features:
Now, this has also reminded me that the main menu needs a little bit different of a song selection, as drum and bass for a gentle camera sway obviously doesn’t work.
Miscellanous changes/fixes:
In-game UI revamp is complete! *and a few miscellaneous fixes have been made
The settings menu has been revamped to add the light mode setting, now featuring page 1 and 2, and a few other settings which are currently in progress of being made.
In my opinion, light mode looks decent but I still prefer dark mode.
A new setting that is still a bit of a work in progress, but mostly finished is a hide UI hotkey, which as the name states, hides ui (in-game only). I still need to implement that the setting saves, but overall it works just fine. It’s made to only apply a keybind if you’re playing on PC, though.
Fixes:
Tree pivot issues:
UI Revamp (W.I.P)
I’ve started reworking the main UI for the game because well.. the old one is to say the least - not good.
So far I’ve reworked basically everything in-game (except the tutorial, but it won’t be reworked anyway as it can only be seen one time)
I’ve also experimented a bit with hover tweens (button getting larger on hover) and sound effects, which have been implemented now.
Another thing I’ve experimented a bit with is viewport frames, which are now used in the shop to show golf balls and clubs/“sticks” spinning. I’d want to possibly implement a “Are you sure you want to buy (x) item for (x) amount” in the shop, but that’s not planned at the moment.
Things still unfinished that I want to complete (for UIs):
Sound changes:
Every stage in the Arcade (map) has been built!
The arcade now consists of 9 stages in total! New thing is that some are a bit more.. interactive, and a few are a bit difficult or tedious.. to say the least. (example of changing stages the attached video)
Now that the stages are done, the game is inching a bit closer to completion! Now, of course, there may be ~15 or more things to still complete in the roadmap
, but any progress is great.
You may (or may not) be wondering how I made all of these in 4 hours. Well, I only have one explanation. I uhh… forgot to enable the plugin after making something else. Oops! (factory gambler prototype)
Anyway, during this time a few small misc changes have been done:
stageLogic (new script) has been added to well.. control the stages. (Stage 5, 7 and 9.)
Shop UI trail naming has been changed a little.
Blinking activity on stage signs has been removed.
Note: Video player in SD is bugged. You have to click on the devlog, then go and click on the video for it to play.
Hello again! I’ve started working on the arcade map, as the grass map is pretty much complete (just need to fix the ui a bit) 
I’ve decided to rewrite the playSound script a bit to not be hardcoded and play a different sound (depending on what string is received from the remoteEvent) instead of creating a remoteEvent and a new script for each one 
For example, now it can play either the golfhole sound or the sound for the ball disappearing in stage 2.
Also, for the new automated door, I’ve experimented a little with spatial-ish sound. Turns out it’s really easy (for what I need, atleast) 
So far I’ve made a few things in-game and outlined a few ideas and a roadmap.
Currently built:
There may not be as much devlogs now, but the game is still in development!
Devlog 7
Additions:
Changes:
Fixes:
Before starting to work on the next map which is the Arcade, a few other settings will be added to the settings menu.
Music UI may also change.
Small update/Devlog 6
New additions:
Fixes:
Changes:
Need to add/fix:
Note: Ignore the last map building update. The upload system completely broke for me. I can’t add an attachment to the devlog (so I can’t edit it) and deleting it just results in an error.
Map development update #2
I’ve developed the map and it’s outer scenery a lot , although I’m running into optimization regarding te trees. (haven’t worked on a lot of stages though, only added the 4th one)
Maybe the tree has a lot of vertices and I could somehow optimize it in blender? If so, that could be the main factor why the game ran better with less trees.
Sunrays, bloom and a shorter range detpth of field have been added
And a small experiment for a tutorial cutscene has been added too.
In the process of this “devlog” I’ve also lost 11h of work
Also, a new loading screen has been added and the one from TP has been fixed!